Planet Luu is home to a remarkable species of small creatures — the Luu. Each Luu produces a natural secretion known as Luutex, a rare and potent clean energy source. A team of human colonists has travelled to Planet Luu to harvest Luutex and send it back to Earth — but they can only harvest in areas free of hostile Luu.
A parasitic infection has spread through part of the Luu population, turning infected individuals — the Rogue Luu — violently hostile toward both the colonists and healthy Luu alike. The friendly Luu fight back to protect their freedom and their home.
Players cultivate and lead friendly Luu to drive back the Rogue variants sector by sector. Clear every sector to reclaim Planet Luu. Lose all your Luu and the mission fails.
02
The Five Classes
Each Luu belongs to one of five classes. Four classes form a counter loop — each beats one and loses to one. Bisluu sits outside the loop as a pure support class.
Each class has up to three layers of ability: a Class Trait (a structural rule that applies at all levels), a Base Passive (active at levels 1–3), and an Evolved Passive (replaces the base passive at levels 4–5). Bisluu has no Class Trait — its identity is expressed entirely through its passives.
Type modifier: When a friendly Luu attacks a Rogue Luu of a class it counters, deal +1 damage. When attacking a class that counters it, deal −1 damage (minimum 0). Bisluu has no counter relationship and receives no modifier in either direction. This applies to both friendly and Rogue Luu attacks.
Rasluu
Apex — Aggressive Predator
▲ Beats Gifluu▼ Loses to Lagluu
Class Trait
Call the Shot
Once per sector, when it is this Rasluu's turn to act, you may choose your attack dice value instead of rolling randomly. The chosen value must be within the valid range for the current sector die.
Base Passive
Predatory Strike
+1 damage when attacking a target that has already been hit by another friendly Luu earlier this round.
Evolved Passive
Apex Predator
+2 damage when attacking a target that has already been hit by another friendly Luu earlier this round.
Lagluu
Pack — Colony Organism
▲ Beats Rasluu▼ Loses to Kjeluu
At the end of each round, this Lagluu recovers 1 HP for each other Lagluu in play. Cannot recover from 0 HP. Cannot exceed base HP for current level.
Base Passive
Colony Strength
+1 defence for each other Lagluu in play.
Evolved Passive
Swarm Mind
+2 defence and +1 attack for each other Lagluu in play.
Kjeluu
Colossus — Armoured Defender
▲ Beats Lagluu▼ Loses to Gifluu
Class Trait
Impervious
Any attack dealing 2 or less damage to Kjeluu deals 0 instead. Kjeluu takes no damage from weak hits.
Base Passive
Hardened Shell
Reduce all incoming damage to Kjeluu by 1.
Evolved Passive
Fortress Form
Reduce incoming damage to Kjeluu by 2, and to adjacent friendly Luu by 1.
Gifluu
Phantom — Toxic Evader
▲ Beats Kjeluu▼ Loses to Rasluu
Class Trait
Phase Shift
When this Gifluu is the target of an attack, roll a d6. On a 6, all damage from that attack is evaded. Rolled once per attacker. If evasion succeeds, Toxic Rebound does not trigger.
Base Passive
Toxic Rebound
When Gifluu takes the Defend action and an attack lands, the attacker takes damage equal to ¼ of the damage dealt, rounded up (minimum 1).
Evolved Passive
Venom Surge
When Gifluu takes the Defend action and an attack lands, the attacker takes damage equal to ½ of the damage dealt, rounded up.
Bisluu
Symbiont — Cooperative Amplifier
◆ Outside counter loop
Base Passive
Bonded Boost
All Luu immediately adjacent to Bisluu in the queue gain +1 attack, +1 defence, and +1 Luutex when they take the Gather action this turn.
Evolved Passive
Deep Bond
All Luu immediately adjacent to Bisluu in the queue gain +2 attack, +2 defence, +1 XP, and +1 Luutex when they take the Gather action this turn.
03
Progression & Evolution
Level
Form
Attack Modifier
Passive
1
Base
—
Base passive
2
Base
+1
Base passive
3
Base
+2
Base passive
4
Evolved
+4
Evolved passive
5
Evolved
+5
Evolved passive
XP is earned by defeating Rogue Luu and bosses. Certain cards provide XP bonuses.
Attack modifier vs absolute values: The progression table above shows attack modifiers relative to a Luu's base attack at Level 1. Card definitions list absolute attack values per level. The rules engine uses absolute values from the card — the modifier table is a reference for understanding the scaling curve.
Level up: When a Luu reaches 5 XP it levels up immediately. Maximum HP increases to the new level's value, and current HP increases by the same amount — the HP gained from levelling is received in full regardless of current damage. For example, a Rasluu at 10/15 HP that levels to L2 (20 max HP) becomes 15/20 HP. Damage taken in HP terms is preserved; the level-up bonus is additive. XP resets to 0 on level up.
Rogue Luu XP: When a Rogue Luu is defeated, each player receives XP equal to the value printed on the Rogue's card. Each player distributes this XP freely among their own Luu in any combination they choose.
Boss XP: Defeating a sector boss grants 5 XP to each player, regardless of which Luu dealt the killing blow. Each player distributes their 5 XP freely among their own Luu in any combination they choose. XP given to a Luu already at L3 is wasted if that Luu has not yet evolved — evolution resets XP to 0, so players should evolve before distributing boss XP where possible.
Evolution: Play an evolved Luu card from hand onto an eligible L3 Luu at no Luutex cost. The Luu immediately becomes its evolved form, keeping its current level (L3) but gaining the evolved card's improved stats and evolved passive. Current HP increases by the same amount as the maximum HP increase at evolution — damage taken is preserved, not healed. XP carries over: if the Luu had 5 XP banked at the moment of evolution, it immediately levels up to L4 evolved. Evolution cards must be included in your deck during the draft.
04
Setup
1
Sector Order
Shuffle all sector boss cards and place them face down. The sector order is randomised each game. Sector 1 always begins with Tjeluu, the Corrupted Symbiont.
2
Starting Luu
Set aside one card of each base Luu class (Rasluu, Lagluu, Kjeluu, Gifluu, Bisluu) — this is the starter pool. Each player randomly draws one of these as their starting Luu. No two players may begin with the same class. Place the drawn Luu at position 1 in your queue with 5 Luutex. The remaining 4 starter cards are set aside — they form the reserved pool available to the Purification card.
3
Concurrent Draft
Players build a shared deck of 40 cards (30 Core + 10 Power) through a concurrent draft. Two pools are prepared separately:
Core pool — shuffle together: 40 Core action cards, 15 base Luu cards (3 copies of each class), and 10 evolved Luu cards (2 copies of each class). Total: 65 cards.
Power pool — 20 Power action cards, shuffled separately.
Each reveal (Concurrent Phase): Draw 4 cards from the Core pool and 1 from the Power pool. Shuffle these 5 cards face-down, then place them face-up in positions 1–5 left to right. Apply cascade logic — players collectively choose how many consecutive cards to keep, starting from position 1: take position 1 only, positions 1–2, 1–3, 1–4, all 5, or none. You cannot take a card without also taking every card to its left. Unchosen cards are permanently removed from the game.
When Core reaches 30: Switch to Power Gauntlet — flip one Power card at a time and decide keep or discard until 10 Power cards are kept.
When Power reaches 10: Switch to Core Cascade — reveal 4 Core cards per round, cascade applies to positions 1–4, until 30 Core cards are kept.
When both targets are met, the draft ends. Shuffle all 40 drafted cards together — this is your shared deck.
3b
Opening Hand
Each player draws 5 cards from the shared deck. Solo mulligan: if your opening hand contains no Luu cards, you may shuffle it back and draw again once. You must keep the second hand regardless.
3c
Chaos Difficulty OPTIONAL
Choose a difficulty from 0 to 5. That many Chaos Cards are randomly selected and shuffled into the shared deck. Chaos Cards trigger immediately when drawn during play — they never enter your hand and are permanently removed after resolving. Higher numbers dramatically increase the challenge. See the Chaos Cards section for full descriptions.
4
Enemy Deck
Shuffle the Rogue Luu card deck. The enemy deck is tiered by difficulty — harder Rogue Luu appear in later waves and sectors.
5
First Sector
Reveal the Tjeluu boss card. Wave 1 of Sector 1 begins.
Physical game note: In the physical game, the 4 remaining starter Luu cards (those not drawn as starting Luu) are shuffled into the Core pool before the draft begins, making them available to draft. In the digital version, these cards go directly to the discard pile and become accessible via Reawakening and Salvage Protocol from turn 1.
Power cards are held separately and shuffled into the deck at the start of Sector 3. Before Sector 3, your deck contains 30 cards only.
05
Sector Structure
Each sector consists of 3 waves of Rogue Luu followed by 1 boss. Enemy difficulty increases across waves within a sector.
The number of Rogue Luu per wave is always two more than the number of players — 2 Rogues in solo, 4 in a 2-player game. All three waves within a sector have the same enemy count. Rogue Luu have random class typing but receive +1 base attack if their class matches the sector boss.
Dice Scaling by Sector
The dice rolled for both Rogue and friendly Luu attacks escalate with each sector. The same die type applies to all attacks in that sector — friendly and enemy alike — increasing both average damage and variance as the game progresses.
Sector
Dice Rolled
Min
Avg
Max
S1
d4
1
2.5
4
S2
d6
1
3.5
6
S3
d8
1
4.5
8
S4
d4 + d6
2
6.0
10
S5
d4 + d8
2
7.0
12
These values are added to the Rogue Luu's base attack, then divided by the number of players and rounded up. In solo play the full dice value applies — difficulty is intentionally high and swingy.
Boss selection between sectors: Sector 1 always opens with Tjeluu — no selection required. After clearing Sector 1, draw 2 boss cards from the remaining pool and reveal both. Players choose one as the Sector 2 boss — the unchosen card becomes the pending boss. After clearing each subsequent sector (S2, S3), reveal the pending boss alongside 1 newly drawn boss from the pool. Choose one for the next sector — the unchosen becomes the new pending boss. After clearing Sector 4, only one boss card remains — it becomes the Sector 5 boss automatically. No choice is offered for Sector 5. All five boss types are cleared across a full game.
06
Turn Structure
Start of Sector
Each player draws cards up to their hand limit. Only draw if below the limit — no discard required at sector start. See Deck Mechanics for hand limit values.
During a Wave
There is no hand limit enforced during a wave. Cards drawn from effects (Combat Harvest, Core Cascade etc.) may temporarily take your hand above the limit.
Each Player's Turn
Luu act in queue order — Position 1 first, then Position 2, and so on. Each Luu completes its full turn (play cards + choose action) before the next Luu acts. You cannot use a later Luu's action to reposition before an earlier Luu has taken its turn.
1
Play Cards
Play one or more cards from hand by spending resources. Cards enhance attacks, provide resources, grant XP, move formation, or trigger other effects.
2
Choose One Action
Attack, Defend, Gather, or Move. See Actions section.
After All Players Have Acted
Each Rogue Luu attacks. Each Rogue Luu has a base damage value printed on its card. In addition, roll a number of dice equal to the number of players, sum the results, divide by the number of players, and round up. Add this to the base damage for the total damage each player takes. Damage is applied to the front Luu in each player's queue — if that Luu is knocked out, remaining damage carries to the next in line.
Damage scaling by player count: The base damage component is fixed per Rogue Luu. The dice component scales with player count — more dice rolled in larger groups keeps average dice damage per player roughly consistent while adding natural variance. Solo play is swingy and high-risk. Multiplayer damage is more predictable but the larger wave size (always players + 2 Rogue Luu, equal across all three waves) ensures pressure scales with group size. Rounding always goes up — the planet does not forgive.
After Each Wave is Defeated
Each player draws 1 card, then discards down to their hand limit. Player chooses which cards to discard. Certain cards (Combat Harvest, Core Cascade, etc.) may allow additional draws before discarding down. No draw occurs after the boss wave — the next sector's start handles drawing up to hand limit.
07
Actions
⚔ Attack
Deal damage to one Rogue Luu. Damage = base attack value + dice roll. Die size scales with sector (same as Rogue attack dice — see Sector Structure table). Friendly Luu always attack the Rogue at wave position 1 unless a card ability allows targeting any position.
🛡 Defend
Reduce incoming damage by 2 from the first Rogue Luu attack that lands this turn. Subsequent attacks are unaffected.
◆ Gather
Collect Luutex secreted by your Luu. Add 1 Luutex to your persistent pool.
↕ Move
Shift one Luu one position forward or backward in your queue. Cards may allow multiple position moves.
08
Formation
Each player maintains their own Luu queue ordered front to back. Rogue Luu damage is applied to the front Luu first. If the front Luu is knocked out, damage carries to the next in queue.
The maximum number of Luu each player may have in their queue at any time scales with player count:
Players
Max Luu per Player
1 player
5
2 players
4
A Luu card or Purification conversion cannot be played if the player's queue is already at its limit.
Positioning is a core skill. Placing a heavily armoured Kjeluu at the front protects fragile or evolved Luu behind it. A Bisluu placed behind your strongest attacker amplifies their output each turn.
New Luu placement: When a Luu card is played from hand, the new Luu is always placed at the back of the queue. It cannot be placed directly into any other position. The newly placed Luu may act in the same round it is played — it will take its turn after all previously queued Luu have acted. Use the Move action on subsequent turns to reposition it forward.
Formation changes: Standard Move action shifts one Luu one position. Certain cards allow multiple position shifts in a single turn.
09
Resources
Luutex — the secretion produced by friendly Luu — is the resource used to play cards. It persists across turns and accumulates until spent. Each Luu produces Luutex naturally; the Gather action collects it.
There is no cap on Luutex — it accumulates freely until spent. Losing Luu reduces your combat power but does not restrict your resource pool.
Luutex is spent to play cards from hand.
10
Deck Mechanics
Players share one deck of 40 cards, built collectively through the concurrent draft. The deck contains 30 Core cards and 10 Power cards.
Card Types
Every playable card is one of two types:
LuuAction Card
Luu cards include base Luu and their evolved forms. Action Cards cover all playable effects and are divided into two pools for deck building:
Core Pool
40 action cards covering the full range of combat tactics, resource generation, and Luu support. Core cards form the backbone of every deck. The Core pool also contains all Luu and evolved Luu cards available for drafting.
20 high-cost, high-impact action cards that define strategic turning points. Exactly 10 Power cards enter the deck through the draft. Power cards are rarer and more situational — knowing when to play them is the mark of an experienced colony.
Deck Cycling
When the deck is exhausted it is reshuffled from the discard pile. Before reshuffling, 1 random card is visibly removed from the discard pile permanently. This creates late-game scarcity — players cannot rely on cycling to find specific cards repeatedly.
Hand Limit
There is no hand limit during a wave — cards accumulate freely. The hand limit is only enforced at the end of each wave (discard down to limit) and at the start of each sector (draw up to limit if below it).
Players
Hand Limit
1 player
5 cards
2 players
4 cards
Hand Management
The hand limit is only enforced at two specific moments — never during a wave:
Sector start: Draw cards up to your hand limit. No discard required — only draw if below the limit.
After each wave: Each player draws 1 card, then discards down to the hand limit. The player chooses which cards to discard.
During a wave there is no hand limit — cards accumulate freely from card effects. The limit is only applied at the moments above.
Enemy Deck
The enemy deck is divided into four separate tier decks — T1, T2, T3, and T4 — each containing 3 copies of every Rogue class (5 classes × 3 copies = 15 cards per tier deck, 60 Rogue cards total). Each tier deck is shuffled independently and kept face-down.
At the start of each sector, draw the required number of cards from each tier deck, shuffle them all together, then deal face-down into 3 equal wave piles. The table below shows how many cards to draw from each tier deck.
Sector
T1
T2
T3
T4
Total (Solo)
Total (2P)
S1
4 / 8
2 / 4
—
—
6
12
S2
2 / 4
2 / 4
2 / 4
—
6
12
S3
—
2 / 4
2 / 4
2 / 4
6
12
S4
—
—
3 / 6
3 / 6
6
12
S5
—
—
2 / 4
4 / 8
6
12
Each cell shows Solo / 2-Player counts. Wave piles each contain 2 Rogues (solo) or 4 Rogues (2-player). Tier distribution is randomised — higher-tier Rogues can appear in any wave.
When a Rogue Luu is knocked out during a wave, it returns to its tier deck face-down after the wave ends. Tier decks are reused across all five sectors.
Class selection is random: The class of each Rogue drawn is determined by the shuffle — players have no control over which classes appear in a wave. Rogues of the same class as the active sector boss gain +1 base attack. The class mix each wave is genuinely unknown until the wave pile is revealed.
11
Chaos Cards
Chaos Cards are an optional difficulty layer. After drawing your opening hand, choose a difficulty from 0 to 5. That many Chaos Cards are randomly selected from the pool of 10 and shuffled into the shared deck.
When a Chaos Card is drawn, it triggers immediately — it never enters your hand and is permanently removed after resolving. Drawing a Chaos Card uses up that draw; no replacement card is drawn. The cards resolve in full before play continues.
Difficulty guide: 0 chaos cards is the standard game. 1–2 is a light challenge. 3 is hard. 4–5 is for experienced players seeking a punishing run. The specific cards selected are random — a 5-card chaos game might be survivable or devastating depending on which 5 land.
Card
Trigger
Effect
Colony Fracture
Immediate
The lead Luu of the player who drew this card is immediately knocked out. If this is their only remaining Luu, it survives at 1 HP instead.
Surge Protocol
Immediate
In the next enemy attack phase, all enemies use the maximum possible dice value for the current sector (S1: 4, S2: 6, S3: 8, S4: 10, S5: 12). No dice are rolled — maximum is applied automatically.
Rogue Resurgence
Immediate
All active Rogue Luu are immediately restored to full HP. Any damage dealt this wave is undone.
Corrupted Vanguard
Delayed
When the boss wave begins in the current sector, one additional Rogue Luu of the same class as the boss joins the fight (T1 in S1, T2 in S2, T3 in S3, T4 in S4 and S5). If drawn during the boss wave, the Rogue joins immediately.
Toxic Pulse
Immediate
All active friendly Luu (all players) immediately take 3 damage. Normal damage rules apply — Hardened Shell, Impervious, and other reductions still count.
Luutex Drain
Immediate
All players immediately lose half of their current Luutex, rounded down.
Queue Collapse
Immediate
All players' Luu queues are immediately and fully reversed. The Luu at the back of each queue moves to position 1. Queue positions are reassigned accordingly.
Blackout
Immediate
For the next complete round, no Luu may use the Attack action. Defend, Gather, and Move are unaffected. The restriction begins at the start of the next round.
Signal Jam
Immediate
No player may play action cards from hand for the remainder of the current wave or boss wave. The restriction lifts at the start of the next wave.
Memory Wipe
Immediate
The XP of all active friendly Luu (all players) is immediately reset to 0. Levels and HP are unaffected — only XP progress is lost.
12
Win & Lose Conditions
Victory
Clear all sectors by defeating every wave and boss.